Curse Collector

Role: The curse collector can both be used to perform good and evil deeds. On could be a healer of curses, judge to curse those who deserve it or curse bearer leaving only death in its wake.
Alignment: Curse collectors can be of any alignment, although most tend to ben of the neutral or evil alignment.
Hit Die: d6.


To qualify to become a curse collectors, a character must fulfil all the following criteria.

Feats: Endurance, Great Fortitude, Iron Will.
Spells: Ability to cast 1st-level spells.
Special: Must be cursed or have suffered a curse for an extended period of time.

Class Skills

The curse collector’s class skills (and the key ability for each skill) are Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (religion) (Int), Linguistics (Int), and Spellcraft (Int).

Skill Ranks at Each Level: 4 + Int modifier.

Table: Curse Collector
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1st +0 +1 +0 +1 Absorb Curse, Channel negative energy 1d6 +1 level of existing class
2nd +1 +1 +1 +1 Bestow Curse 1/day +1 level of existing class
3rd +1 +2 +1 +2 Transfer Curse +1 level of existing class
4th +2 +2 +1 +2 Bestow Curse 2/day, Channel negative energy 2d6 +1 level of existing class
5th +2 +3 +2 +3 Remove Curse 1/day +1 level of existing class
6th +3 +3 +2 +3 Bestow Curse 3/day, Cursed Life +1 level of existing class

Class Features

All of the following are Class Features of the curse collector prestige class.

Weapon and Armor Proficiency: Curse collectors gain no proficiency with any weapon or armor.

Spells per Day/Spells Known: When a new curse collector level is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a curse collector, he must decide to which class he adds the new level for purposes of determining spells per day.

Absorb Curse (Su): A curse collector can absorb any curse of a living creature and take it upon her the bear the curse, including all the penalties and/or bonuses that come with the curse. The created from which the curse is absorbed is weakened but further cured from the curse he was carried.

Curse absorbed this way can be used as a substitute when casting Bestow Curse.

Channel Negative Energy (Su): Any curse collector can release a wave of negative energy by channelling the power built up of her curse. A curse collector channels negative energy and can choose to deal damage to living creatures or to heal undead creatures.

Channelling negative energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centred on the curse collector. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every three levels beyond 2nd (2d6 at 4th). Creatures that take damage from channelled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the curse collector’s level + the curse collector’s Charisma modifier. Creatures healed by channelled energy cannot exceed their maximum hit point total—all excess healing is lost. A curse collector’s may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A curse collector can choose whether or not to include herself in this effect.

Bestow Curse (Sp): As the spell Bestow Curse, only the curse collector curse a creature with any curse he has absorbed, through the Absorb Curse class feature.

Transfer Curse (Su): The curse collector can now transfer any curse form one living creature to another living creature as long as they are of the same creature type (Animal to Animal, Humanoid to Humanoid) or transfer a curse from the curse collector onto any creature.

A curse collector can only transfer only one curse upon any creature once every full moon.

Remove Curse (Sp): As the spell Remove Curse, once per day a cruse collector can cleanse any curse het chooses from any creature or herself. If she chooses to cleanse a curse from herself she losses the ability to bestow the curse upon others.

Cursed Life (Su): The curse collector becomes immune to a number of the curses, all the penalties and/or bonuses that come with the curse are negated. If the curse collector every day the curse collector choose each morning with of her curse affect her and which she is immune to.

A curse collector can negate a number of curses equal to 1 + her charisma modifier.

Martijn Donker

Husband, Gamer, Game Master and Story teller. Dabbler in boardgames and some small writing mainly for my campaign setting and this very site.

Leave a Reply

Your email address will not be published. Required fields are marked *